struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLuint i;
- if (ctx->ShaderObjects._VertexShaderPresent)
- return GL_TRUE;
-
- if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Enabled)
+ if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Current)
return GL_TRUE;
/* ENABLE_TEXMAT implies that the texture matrix is not the